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Showing results for tags 'multiple'.
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Hello everyone, Currently trying to get rbd Disconnected Faces to work over multiple packed geo that is pre-fractured. I noticed the same geo passed unpacked into the sop level Bullet solver node works and before impact the node removes inside cracks (glass) as expected and upon impact brings it back. Same geo setup as packed geometry, into a dop net, run sim (runs fine), unpack and applying rbd Disconnected Faces, just doesn't want to work. The inside cracks are there with the same threshold. I can see faceid and primdist in the spreadsheet. Just wondering if someone has seen this issue before. Screenshots attached for ref. Any suggestions would be welcome.
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Hello Everybody, I have spend my last week to understand the process of UV's/UDIM, and... check a lot of forum to find a solution to my problem... and nothing. I have a 3D Model of a puppet (3D Sculpting) import in Houdini in different object (Eyes, arms, legs.. etc). Very basic. I grouped each part and merge them. I worked on the UV. Mainly with "UV Flatten" nodes, and some AutoUV. I finish this part (not.. the most accurate work but.. this is for the idea) And i placed a UVLayout. Fixed Scale, UDIM activated. Perfect. But.. One thing i don't understand is.. : How can i say to "UVLayout" node, to make UDIM island for Legs, arms, eyes, etc.. ? 'Cause actually, for example, my UDIM 1001 have a one leg, and one arm. UDIM 1002 have the eyes, and one ear, etc... I tried to play with the Columns or Scale too. So.. i can use this to paint them into substance for example. it works. But once i want to re-import my texture (base color, normal, etc..) into my houdini material node... it's not working the way i want. For sure.. If i import my UDIM1001 in my material node, for the LEG Group, my arms will be affected too. So.. i thought.. If i try to make ONE UDIM ISLAND per Object (Legs, arms, etc) .. I can paint, and re-import my material into houdini, per group, without any problem.. I hope i'm clear. I think i don't use the right way to do this. Here's is my .HIPLC project under if you want to check and if it can help. Thank you! Main_Character.hiplc
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Hi everyone, recently i had a look into vellum and tried to make an emitter of soft objects colliding each other as they go. I know it does exist the setting "Emission type: continuous" which generates a copy of your geo and constraints periodically, and it works like a charm when you basically just want them to fall one over another. But this system seems not to be affected by external velocity, as for example do does a simple setup of multiple rbd objects. I was particularly interested in this because i want my objects to move with a random velocity, in a certain direction, within a cone angle; and i set all these properties in an AttributeRandomize at sop level. So, is there a way to feed this external velocity into dopnet, like you do with inherit velocity in rigid bodies? Plus, i know there are several methods to emit multiple rigid objects, using Packedobj and PopSource or the SopSolver and Rigidbodysolver combined with Multisolver. They seem clear and simple as hell, isn't there a way to make a similar process into a vellum driven dop? Attached below the hip file, with two examples of multiple rigid body emitters, which i can't replicate with vellum. Hope it helps. Oh, and i suddenly thought about vellum, but if there is another smarter method to do this (ie FEM...?) please let me know! Many thanks emitting_multiple_vellumobj.hipnc
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Hi. I'm working on the tool, that should scatter some multiple objects as intances. I'm using Operator Path as an input source. I am able to pass multiple geometry under it in Unreal(as seen on the screenshots). However I'm getting 1 of 2 cases: 1 - HDA returns correctly instanced geometry(but at each point i have a combined geometry from all inputs) 2 - if I manually delete unneeded geometry in VEX inside copy-to-points loop - I have proper geometry but without instances(each copy is unique) Is it possible to have multiple input geometry scattered across points with proper instancing. I've also added the HDA. The primitive wrangle will manually delete geometry but will break intancing(so I turned it off) scatter_instance.hdalc
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Hey guys, I need to fill an object with some FEM spheres but: - I need the spheres to be a copy of the same FEM sphere; - I need it to be generated at the same place on every 10 frames or so (and fall due to gravity); Does it make sense? Here's the basic idea but with 1 sphere only, I'd like to keep generating them until the beaker is full File is attached Cheers, Alvaro beaker.v1a.hiplc
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Hi, is there anyway to cache my pyro sim in opencl with my 4 gpu (4xgt1080)? i couldn't find any preferences on houdini or topic in search. Thank you.
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Hello peeps, Can anyone help me find some examples of scatter multiple objects / instances with controls on probability of each, or using color to influence the placement of explicit objects?! I am thinking of building myself a scatter system but not sure if I am up to the task... Thankies.
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Hey guys, I think it's easier to explain with this images: Basically, is there a way to apply turbulence to one of the sources only? I'm not even sure if that's the best way of using 2 emitters so any tips will be very valid Thank's multi.pyro.v1a.hiplc
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Hey guys, I have this scene with a lot of berries falling. If I select all of the berries and aply a FEM (shelf) at all of it, the action gets very slow and causes closer berries mesh to "fuse" one into another. The reason it gets slow/merge is the solidembed thing. It takes too long to make it for all the berries. My doubt: is there a way to make only one FEM berry and then make muliple copies of it, this way it doesn't have to tetrahedralize all of the berries? Thx, Alvaro
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Hi odforce people! Playing with the "solver" SOP, I was able to build some sort of dissolve effect (.hip file attached): geometry is converted to VDB each frame, I'm displacing the surface and boolean-intersecting the volume: This works great but now I'd like to output not only the shrinking volume but also the "delta" volume (the boolean difference between the resulting surface and the previous frame's surface) because I want to emit particles from it. Using a second "vdbcombine" node, I'm able to compute it but if I "merge" the volumes, they'll both be fed back into the solver loop and this creates infinite numbers of primitives after just a few frames. How can I prevent this from happening? Also, how can I split the results outside the "solver"? I tried adding group nodes and modifying the "name" attribute but can't get it running. Maybe solving the first issue will solve the second one. Any help would be greatly appreciated! Thanks, Hebi
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Hey all! Quick question for everybody. I have not been able to set mulptile RBD objects as triggers for a crowd simulation for some reason. I can't share the scene file but can create another one to exemplify my dilemma if that would help. I have setup a crowd simulation with 4 triggers for 4 separate RBD objects. This is in Houdini 15.0 which is necessary for the Houdini Engine integration with Cinema 4D. The problem is that the 4 RBD objects simulate but only the last linked RBD object (number 4) affects the clones. I suppose it's overwriting the other RBD triggers? Could anybody give me a tip on how to rig this differently so it recognizes all 4 RBD objects in the Ragdoll simulation. Best regards, Sam Welker
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Hi guys I'm working on a big scene and I have about 7 geometry ROP that I want to cache in a specific order. I know if I connect them together Houdini caches all in each frame and it will crash because of low memory. So what is the solution on this case? I want to cache a node and finish it then H automatically goes to another node. Thank you
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Hello All, I was wondering about how layered effects in Houdini would work. Example: a statue destruction sim with a smoke sim for the dust. Would you do the dust in a separate Houdini file or layer or all in the same one? Basically where do you start with more complex effects like this? Thanks in advance!
- 2 replies
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- layering
- simulations
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Hello everyone! I'm trying to achieve an effect with the use of Houdini where multiple sheets of paper is being blown out of an mailbox.(Mail and letters to be exact) My plan is to use different layers of 3d sheets to comp together with some live action plates. 1. Some sheets are Rigid and doesn't fold or bend. This effect I've managed to achieve somewhat. I found a hip file by Valerio Di Napoli where Rigid bodies are being emitted with the help of a particle network. By looking through this .hip I managed to understand the workflow somewhat and create my own RBD emitter. Flipbooks of some test simulations ->youtu.be/f2L9kFGgAH4 My .hip file for this simulation is attached to the post.(RBDs_from_particleEmitter_v002.hip) With some tweaking I think this approach could work as letters are quite stiff when they aren't opened and full of bills One problem I have with this Is that I can't seem to use a grid as the instanced geometry. For reasons I can't understand, when I use a grid they just get stuck at the birth point of the particles and doesn't move at all. As of right now I'm using a box scaled down in the Y axis to act as a letter. 2. Now on to my major problem! Some sheets I want to fold and swirl in the air. I would prefer them to interact with each other but its not must. By using a cloth simulation on a grid to create these sheets of paper works quite well and looks pretty good. Since I don't need as many of these type of sheets, only about 10 or so, I'd like to think that the simulation would not be to expensive to preform? (If more sheets are needed I guess doing multiple simulations would be one way of approaching the problem to avoid performance issues.) Now, I thought that the previous method of emitting RBD might be useful when trying to emitting these more dynamic sheets of paper. I was wondering if there is a way to use the same setup but instead of emitting Rigid bodies I want objects simulated as cloth to be emitted. Is this possible? I tried to just replace my RBD Point Object node with a Cloth Object node and the Rigid Body Solver node with a Cloth Solver node in my DOP network but with no success. Attached a second .hip for this (CLOTH_from_ParticleEmitter_v001.hip) trying to achieve something looking like this but emitting the papers from a specific spot. I'm quite new to Houdini and don't really understand all the abbreviations yet so be gentle on me will ya! Haven't really caught up on the scripting part yet either. I would therefore prefer to solve this without much scripting if that is possible. Is there someone out there who got any thoughts on this? Grateful for any help I could get! Sorry for making this post so long. I tried my best to explain this in my limited English. Thanks! RBDs_from_particleEmitter_v002.hip CLOTH_from_ParticleEmitter_v001.hip
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Hey guys, I have 10 shots with about 200 clouds altogether and would like each cloud to have its own lighting setup. Lit one perfectly at the origin with 5 lights: 2 bounce lights, sun light, shadow light, and a light inside for multiscattering. I setup all the clouds in position and would like to procedurally light link 5 lights to every cloud. Any idea how I can go about doing this without going into the light linker and linking each cloud? I'm going to keep my original setup and copy all the parameters into the other lights so I can adjust it later to match the lighting of the rest of my scene in Maya. I haven't been able to find anything it. Maybe I'm not being creative enough. Anything will help! Thanks in advance. -Greg
- 6 replies
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- light linking
- procedural
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